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liveordie
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Posted: 04 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth
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Posted: 05 Oct, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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Hello Guys ,
First i wanne say dat jou made a excellent modification. (De best for SC2 I think) I only don’t like a few things I the new 1.05 update.
-The Monkeylord less stronger (why?) - Mass 700 energy 3000 for the unpacking Cannon? Isn’t dat to low?
Keep up the good work!
Mark,
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joker169
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Posted: 05 Oct, 2010
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Joined: 30 Sep, 2010 Posts: 18 Location: United States
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First of all, this is a AWSOME mod!!!! I just a small suggestion, its seems that the ACU(on some maps) takes the long way around and trys to walk toward a wall(if the wall is in the direction of travel) instead of the opening. Its done this several times, but other than that....it, you and all that put work into this are friggin awsome 
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liveordie
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Posted: 06 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth wrote: Hello Guys ,
First i wanne say dat jou made a excellent modification. (De best for SC2 I think) I only don’t like a few things I the new 1.05 update.
-The Monkeylord less stronger (why?) - Mass 700 energy 3000 for the unpacking Cannon? Isn’t dat to low?
Keep up the good work!
Mark, We are still working on balancing out a few of the new units, because of all the other Experimental units that have been increased in damage and health the monkey lord is under powered this will be fixed in the next update. joker169 wrote: First of all, this is a AWSOME mod!!!! I just a small suggestion, its seems that the ACU(on some maps) takes the long way around and trys to walk toward a wall(if the wall is in the direction of travel) instead of the opening. Its done this several times, but other than that....it, you and all that put work into this are friggin awsome  With the problem with the ACU that's hardcoded so that's a problem with the game if you play the normal game it will have the same problem till GPG fix's it, thanks for the feedback guys.
_________________ Creator of SupCom2 Revamp Expansion Mod


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Markth
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Posted: 07 Oct, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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Liveordie,
Here are some ideas;
-Bigger scale for the UEF Super Triton and the Cybran Kraken (Now it looks more lika a minor instead of major de maps are big enough thanks to your mod) -Auto-Blast for the Bomb bouncer -Higher speed for the Urchinow -Longer build times for the Experimental’s (at the end of the game no one builds de normal units anymore) -More hitpoints for the Magnetron (is great with small units, but one major Experimental l en it is destroyt)
I hope you like my ideas.
Mark.
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Volgun
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Posted: 07 Oct, 2010
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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ive noticed that the Cybren gunships can not hit moving targets or PD and AA
UEF ones also have a problem with moving targets but im not sure about aeon ones
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dangel
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Posted: 08 Oct, 2010
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Joined: 28 Sep, 2010 Posts: 11
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liveordie wrote: dangel wrote: thanks for the support dangel Great work getting it working with the DLC too  And yet another patch is out today - i'm sure you guys are getting tired of updating so frequently!
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Loony Liberator
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Posted: 08 Oct, 2010
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Joined: 08 Jun, 2007 Posts: 5 Location: Western Australia, Perth
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Hello, Ok then starting with Markth, -The Super Triton, in comparison to all other ships except for the Atlantis, is huge and I don't see any reason at all to increase it's size. -The Kraken while being the same, or thereabout, length of the Atlantis tenticals included is at a fine size and compaired to the size of the UEF sub is huge, keeping in mind that for practicality of a sub units displacement of water for it's speed is even suggesting 'too large'. -The Bomb Bouncer idea would be nice but that means scripting the unit to use the ability (depending on if its charged) to trigger when a unit is in range. I'll say now I can "read" bits of (uncompiled) lua, but I just don't know how the "grammer" goes. So I can't do that. -The Urchinow is mean't to be slow because it can absorb large amounts of damage for the cost and level of the experimental, and dish enough out. -I don't see much point to increasing build times. Building more gantries would offset that. -The Magnatron is already a pretty useful or devastating unit that to increase it's health might overpower it. Based on land encounters. To Volgun, LoD and I have done some quick testing and found no real problems for the gunships apart from targetting the Air transports, which will be fixed in the next update. Finally  Thanks dangel for your support, I'm sure LoD likes to know you guys and/or gals like the mod, as he is pulling his hair out at how often GPG/SE or whoever updates the game ... not complaining though at least they do update to fix things. 
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dangel
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Posted: 08 Oct, 2010
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Joined: 28 Sep, 2010 Posts: 11
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Yeah the combination of this incredible mod + the DLC + the patch fixes are making this game really really good.. I can't believe i'm still playing it  It's great to see GPG has added a new build queuing system with the new patch - you now only pay for stuff when it's BUILT instead of beforehand (just like SupCom1) which makes for far better planning 
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Markth
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Posted: 08 Oct, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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I Always liked de big ships in FA, maybe it not works for this game. Thanks for your answer Loony Liberator. And now it's time to play te game 
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liveordie
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Posted: 09 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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dangel
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Posted: 09 Oct, 2010
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Joined: 28 Sep, 2010 Posts: 11
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Cool - great news!  Thanks!
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Markth
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Posted: 09 Oct, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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joker169
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Posted: 09 Oct, 2010
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Joined: 30 Sep, 2010 Posts: 18 Location: United States
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A suggestion or two : - increase in monkeylord main cannon turn rate (if possible?  ) - slight increase in range main cannon on monkeylord - rate of fire increase for AA turret (the stock one) p.s Feel free to shot me down All joking aside, I love this mod. I have recommended it to all my SC2 friends. Keep up the great work. 
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liveordie
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Posted: 09 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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joker169 wrote: A suggestion or two : - increase in monkeylord main cannon turn rate (if possible?  ) - slight increase in range main cannon on monkeylord - rate of fire increase for AA turret (the stock one) p.s Feel free to shot me down All joking aside, I love this mod. I have recommended it to all my SC2 friends. Keep up the great work.  some of these changes will be added into the next update and thanks again for the feed back 
_________________ Creator of SupCom2 Revamp Expansion Mod


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liveordie
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Posted: 11 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth
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Posted: 12 Oct, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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Great work guys!  And Finally a 2000 unit cap! Mark.
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gsusfrk
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Posted: 12 Oct, 2010
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Joined: 21 Feb, 2007 Posts: 502
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Excuse my ignorance, but I looked on your site, but there is only the SetUnitCap file... where can I find the Revamp Mod?
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Markth
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Posted: 12 Oct, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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DK
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Posted: 12 Oct, 2010
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Joined: 25 Jan, 2009 Posts: 65 Location: There where the hell freezes ... D-Land
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well ... either im blind or there isn´t a download link ...
i really want to try this mod ... : P
PS: i already looked at your steampage ... i couldnt find anything which looked like a download
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liveordie
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Posted: 12 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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dangel
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Posted: 13 Oct, 2010
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Joined: 28 Sep, 2010 Posts: 11
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 Yay! Updated! Thanks guys much appreciated 
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VoW-Kryo
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Posted: 15 Oct, 2010
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Joined: 11 Mar, 2007 Posts: 1594 Location: Germany
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i dont understand how anyone can enjoy this mod^^ it looks totally awful, such small units, wrong movement animations, same range circles as be4^^ and then the mass converter needs no energy  haha
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liveordie
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Posted: 15 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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VoW-Kryo wrote: i dont understand how anyone can enjoy this mod^^ it looks totally awful, such small units, wrong movement animations, same range circles as be4^^ and then the mass converter needs no energy  haha small things like wrong movement animations will be fix eventually because it doesn't effect that game a hole lot its not a big priority at the moment same with effects like muzzle flashes, and the range circles are some thing that cant be changed also isnt a big deal, this mod has taken me along time to make some people mite not like it and some will, i can see that you like the normal game which i hate there for i made a mod which me and all my friend would rather play over the normal game, with the smaller scale we can group up in on base if we need to, and the mass converter does need energy so in the future if you don't like it check your opining to your self.
_________________ Creator of SupCom2 Revamp Expansion Mod


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liveordie
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Posted: 27 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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